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3E-style feat system


Ardanis

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Each clabxxxx.2da gives innate ability which, once activated, opens up the dialog where you can select whatever you want/can, then disappears for good.

Could have been done via HLA selection interface, but it's limited to 24 max. Also, may easily sovle the problem with fighters getting 4 stars in a single weapon at the start.

 

Dialog file will clearly get bloated to huge size, but it can be autogenerated, so no trouble here.

 

What do you think?

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Good idea but I think too immersion-breaking for Kit Revisions. And needs a lot of work - EVERY fighter in game should got his customised pack of feats. That's A LOT OF WORK on already-made game. That's just my thoughts. In AD&D there were some abilities which more powerfull versions were remade as HLAs.

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And needs a lot of work - EVERY fighter in game should got his customised pack of feats. That's A LOT OF WORK on already-made game.
Not much. And it's not required, though it would make better sense if they receive same abilities as player does.
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Good idea but I think too immersion-breaking for Kit Revisions. And needs a lot of work - EVERY fighter in game should got his customised pack of feats. That's A LOT OF WORK on already-made game. That's just my thoughts. In AD&D there were some abilities which more powerfull versions were remade as HLAs.
I like it conceptually, but as Yarpen I think this may be a little too drastic for a Revision mod. :)
Well, if it can be restricted to just the none kitted Fighters... doesn't need to be so drastic change that they gain them, but they have more choices!
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Each clabxxxx.2da gives innate ability which, once activated, opens up the dialog where you can select whatever you want/can, then disappears for good.

Could have been done via HLA selection interface, but it's limited to 24 max. Also, may easily sovle the problem with fighters getting 4 stars in a single weapon at the start.

 

Dialog file will clearly get bloated to huge size, but it can be autogenerated, so no trouble here.

 

What do you think?

 

Sounds like a very PRC-ish system (if I may use NwN modding terminology here). I have always been rather turned off by dialogue-driven selections like that, preferring a GUI interface. However, if someone were willing to put in the substantial amount of work required for this, I think the benefits in character customization would greatly outweigh the clunkiness of an immersion-breaking dialogue system. Another bonus is that it could make wisdom and intelligence desirable on a fighter character as ability score prerequisites for certain feats ala Expertise requiring intelligence in NwN.

Even if such a system were implemented, would it be possible to realize a good deal of the feats that would be desired within the limits of the BG2 scripting language (of which I know very little).

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I've got an idea! 3E-style feats are very, very cool but there was lack of any fine way of implementing them (dialogue box isn't cool).

 

What about creating two kits for every original kit? You know, You've your Berserker. Ookay. His HLA table has Low Level Abilities, only Low Level Abilities. And at level 17th via table you're changing his kit into... EPIC BERSERKER, who's main difference is having another HLA table only with High Level abilities! :thumbsup:

 

What about this one?

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Yeah, but isn't in BG2 - vanilla game runs with it's rules and you don't have dialogue boxes used anywhere so the only way to have feat system and don't be inconsistent is to run it via HLA menu (changed into Abilities Menu). :thumbsup:

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I've got an idea!

What about creating two kits for every original kit? You know, You've your Berserker. Ookay. His HLA table has Low Level Abilities, only Low Level Abilities. And at level 17th via table you're changing his kit into... EPIC BERSERKER, who's main difference is having another HLA table only with High Level abilities! :thumbsup:

What about the other kits, the kits that already exist that do not use this 2 table system? Not to mention that they too use the existing luxx.2da tables. Of course you are free to make new once and thus improve the Revised kits...
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I think that yes, there are few interesting ones. Fighter's combat manevrues and passive abilities (which allow you to decide that you're tank-type soldier or duelist), wizard's metamagic skills, brewing potions, writing scrolls, crafting wands. Thieves abilities like Crippling Strike etc. There's a lot of this stuff here. :thumbsup:

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I think that yes, there are few interesting ones. 1) Fighter's combat manevrues and passive abilities (which allow you to decide that you're tank-type soldier or duelist), 2) wizard's metamagic skills, 3) brewing potions, 4) writing scrolls, 5) crafting wands. 6) Thieves abilities like Crippling Strike etc. There's a lot of this stuff here. :hm:
1) This is the "easiest" one, and even if it's not as easy as you may think it's doable.

2) and how would you do this? :thumbsup:

3), 4), 6) these would cause "compatibility" issues with RR imo

5) interesting

 

Anyway, such work would requires AGES to be discussed and implemented imo, it would require to cover all classes at the same time or you'll create a "messed up" situation, and it wouldn't be applied to all mod-added kits. Long story short, it wouldn't blend so well with the pre-existing material.

 

I'm not saying it wouldn't be interesting, but it seems "too much" to handle.

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I think that Kit Revision is already going to be nearly non-compatible with kit mods other than RR. Have you ever seen any kit mod? You don't want them to be compatible with your mod. :hm: Check out RTT Kitpack, druid kit with timestop abilities at 1st level :lol:.

Low Level Abilities (aka Feat System) would be quite revolutionary and cool, feh, that's sad that you're not going to implement it. :thumbsup:

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I think that Kit Revision is already going to be nearly non-compatible with kit mods other than RR
Actually, I think KR simply can incorporate RR's components, as I'm certian Avenger will have no worries if being stolen from - as he wasn't with SSoB. Might indeed be good to just ask him for his components to save time inventing the wheel.

 

Metamagic Skills

Quick = +1 casting speed

Still = -% arcane casting failure

Silent = immunity to silence

Maximize/Empower/Extend, well, yeah...

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